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Author Topic: Rogue survivor: Roguelike Sandbox Zombie Game! Alpha 7, be human, become zombie  (Read 126400 times)

Urist McUristy

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Is it possible to kill a civillian without them starting the fight? Oh, Deon, crossbows are grossly underpowered on your mod.
Yes, my pressing Ctrl+e you can select an actor to make a personal enemy, which allows you to attack them.
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Angel Of Death

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Is it possible to kill a civillian without them starting the fight? Oh, Deon, crossbows are grossly underpowered on your mod.
Yes, my pressing Ctrl+e you can select an actor to make a personal enemy, which allows you to attack them.

*EVIL LAUGH* Time to wield the saw and replace Jason.
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Krath

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I had this game as Alpha 2, and only just realized it was already up to Alpha 6 yesterday. It's a great game, except it's almost impossible to play as Undead since Survivors can hit you and move away in the same turn. You either need to corner them or pray your NPC zombie allies gang up on someone.

And that's if you don't spawn next to 3 cops.

But I was playing this for hours yesterday, but so far only managed to survive up to day 3. Having a companion helps immensely, but you'll need double the food supplies, which I found were actually decently hard to come by unless you grab them from a survivor's (un)dead corpse.
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Deon

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If you find and board up a big grocery store early, you can have two companions easily. The trick is to survive till the day 4 when army supplies start to happen.

I've survived this game to the day 32 on 300+% difficulty with my difficulty/atmosphere increasing mod, so now I wish Roguejack has made more updates :D.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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adwarf

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First time playing this it is alot of fun, and right when I started I ended up one building north of a food store full of groceries, and canned food. JACKPOT !!!!!
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quip

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Posting to watch
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bumblepuppy

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I really wanted to play as a zombie, but it appears they're not very effective right now. Better to play as the living.  :)
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jester

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Play as human, get a few days in, then when you die play as zombie.  Being a zombie when all the cops still have bullets is difficult. 
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nenjin

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Cops just get replaced by soldier squads once the supply drops start happening. And they have rifles.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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jester

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Yah, but they are usually easier to spot, what with all the fortifications they build.   By then you can have munched on a few sleeping survivors and lvled up a bit, once you can run faster than humans zombie life is fairly easy.  Also by day 25 when there are 10 zombies for every soldier running in just behind the horde and hammering anyone on low health is workable as well
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If life gives you lemons, burn them.

Raul

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Alpha 6.1 is out! :D
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Blaze

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Quote
Map Generation
- New building : Warehouse, filled with crates.
Map Objects
- New object : Crate - break them to loot random content or use them as mobile barricade.
Crowbars High!

Quote
Death
- Dead people always drop their ammo and food.
Wasn't that always the case? ???
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Deon

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Quote
Map Generation
- New building : Warehouse, filled with crates.
Map Objects
- New object : Crate - break them to loot random content or use them as mobile barricade.
Crowbars High!

Quote
Death
- Dead people always drop their ammo and food.
Wasn't that always the case? ???
WHAAAT?!
Damn, off to update the mod! :D
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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And here it is.

Deonapocalypse 1.2
For the alpha 6.1

http://dffd.wimbli.com/file.php?id=3878

- Update to be compatible with Alpha 6.1 version of the game.
- I've defined a thin outline around each sprite, so they are now have a better contrast.
- I revised medical items (sadly -values do not work, so the idea is scrapped).
- I've added new crate graphics.
- I've changed weapon stats a bit (only makeshift weapons stack, crowbars do not stack and have a bit better stats).
- I've improved the martial arts skill (10% chance to disarm/level, up to 50%; 5%/level was not worth it in my opinion, this skill is usually used by nobody so it deserved an upgrade).

Read more: http://roguesurvivor.proboards.com/index.cgi?board=gmods&action=display&thread=133&page=1
« Last Edit: May 10, 2011, 03:26:22 pm by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Okay, I've been playing with vanilla and my mod lately, and the new martial arts ability to disarm people is really great.

I still feel that vanilla 5%/level is nothing, it's just 25% on the 5th (max) level and I wouldn't go for it (because you usually die to 1-2 shotgun blasts point blank, and you need to close the distance first).

However with my tweak (10%/level) it's a fair gamble: a 50% chance to disarm is quite neat, especially vs. enemies with melee weapons. I still died a few times because it didn't work 4-5 times in a row, so RNG is still there, laughing at us :P. But at least ninja characters have better odds of survival now.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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